not-tonight/docs/SCENARIOS.md
2026-07-20 19:49:33 +10:00

5.3 KiB

NOT TONIGHT — Character, Scenario & Interaction Backlog

The idea shelf. Everything here obeys §4.3: choices cost something real, the game never grades them, and the humane option is never secretly optimal. Status: implemented · 🔜 next nibbles · 💡 backlog.

Interactions & mini-systems

  • The joint bust (smoking yard). E on a smoker who smells herbal → three verbs, none of them clean: BIN IT (by the book — write-up in the truth log, smoker's night dampened), POCKET IT (the game's first corruption verb — nothing happens now; maybe a Dazza sting later; and it sits in the incident log waiting for the report form, where your account of it can be a lie the audit remembers), DIDN'T SEE IT (the yard relaxes, vibe drifts up… and it's still on the record as ignored). 'joint' is real contraband, so it also turns up in pat-downs at the rope.
  • The glassie run (the glassie role's fantasy, previewed as a floor task). A wire rack of glasses appears at the bar's east end; carry it the length of the venue to the kitchen dishwasher. Crowd bumps and sharp turns build WOBBLE; wobble breaks glasses one smash at a time. Deliver what survives for vibe. Racks keep coming. The door is unattended while you do it — Kayden is thrilled.
  • ID passback detection (2026-07-20): the same card twice in one night — the name on the guest-list clipboard you already checked; second appearance of an identical card = passback. Needs a "cards seen tonight" memory at the desk.
  • Regular step-up lines (2026-07-20) keyed off timesDeniedBefore ("back again. new moustache. no hard feelings").
  • Smoking-door slip-in (2026-07-20) (FLOOR2 §2's second noStamp source).
  • The 1:30 lockout (2026-07-20) (deeply Queensland): after 1:30 AM, admissions are ILLEGAL. The queue still forms; Dazza still wants bodies; every post-lockout admit is a guaranteed strike risk vs a rioting line. A whole late-game phase in one law.
  • Vomit protocol (2026-07-20): someone redecorates the dance floor → deploy the wet floor sign (we own the prop) → slips if you dawdle; the glassie mop loop.
  • Phone confiscation (2026-07-20): someone filming on the dance floor — the influencer's revenge arc.
  • Water station duty (2026-07-20) (RSA): press a cup on a loose patron; done right it de-escalates the ripen timer. The humane tool that costs time.
  • First aid (2026-07-20): a fainter. Recovery position via a QTE that is deliberately NOT funny; the room hushes; the night resumes changed.
  • Kebab run (2026-07-20): Dazza demands a kebab mid-slam. The shop is right there. The queue can see you. The whole game in one errand.

Characters (door archetypes & scripted people)

  • The off-duty cop (2026-07-20) — flashes a badge at the rope. Real cop (deny freely, he respects it; admit and he quietly reports the venue's breaches — a walking inspector) or a $30 costume badge (the tells: hat, confidence, wrong lanyard). The ID game's scariest bluff.
  • The celebrity incognito (2026-07-20) — cap + sunnies (two live rule breaches!). Deny: nothing happens, ever, and Dazza never finds out who. Admit: vibe rocket OR pap swarm outside (aggro storm). You cannot know which.
  • The twins (2026-07-20) — two people, one face, different names. Not a fake: genuinely twins. Everything about the photo check is suddenly on trial.
  • The sovereign citizen (2026-07-20) — "I don't recognise your dress code as having authority over my person." Aggro engine in a polo. His ID is a laminated business card.
  • The delivery rider (2026-07-20) — insists the DJ ordered food. The DJ did not order food. OR DID HE. (The booth lamp flickers hungrily.)
  • The promoter (2026-07-20) — arrives with a roll of wristbands and 'his' guest list that doesn't match yours. Two clipboards enter, one leaves.
  • The noise-complaint neighbour (2026-07-20) — pyjamas, at the rope, at 1 AM, not trying to get in: trying to get it turned DOWN. The only patron who wants less club. Handle him badly and the inspector hears about it.
  • The hen's party, lost (2026-07-20) — seven matching sashes, wrong venue, right energy. Admitting them is a vibe grenade with a random timer.
  • The ex-doorman (2026-07-20) — watches you work a patron, then tells you what you missed (a live tutorial character; his tips are right ~80% of the time, which is the joke).

Systems worth a whole phase

  • 💡 Venue 4 / ROOM boss week (design §6): dress code re-randomises every 15 in-game minutes; dialogue rendered as lip-read guesses under the loudest mix arc.
  • The DJ shift (2026-07-20, first cut): E at the booth hands you the decks while the resident steps out. B pulls the bass (the room leans in); SPACE drops, judged against the LIVE bar line (clean/late/clang — early and late are the same offence); requests arrive at the booth glass with per-request odds ("got any dnb", nan's song, the DUN DUN one) and three answers that all cost something. A build held too long runs out of stairs. Movement locks while you hold them; the floor and the door keep happening without you.
  • 💡 Bartender shift: the bar geometry and RSA scoring already exist; pour-and-cut-off from the other side of the counter.